you buffed the cleric dps i literally just got on and jumped in a party with in my opion is the best tomm group on xbox and have proceeded to listen to them laugh for an hour about how you buffed the cleric when there already grosly overperforming (the all play arbiters). i am seriously baffled this makes me think you not only dont play the game but put no effort toards listening to the community or watching community streams ect. the barb buff on privew was good and thats know where to be found and the arbiters are buffed. literally the best arbiters in the game are 20% higher then any other dpos from any other class the best of the best can't come close and your buffing them. DISAPPOINTING!
@nitocris83 these changes are from mod 18....you are too lazy to write the new changes?
Well aren't you just a ray of sunshine @fireball310 like always... anyways considering she would be copy and pasting (i would assume) i doubt it has anything to do with laziness and more to do with a simple mistake
even if there was a simple mistake made and there are class changes missing from the notes arbiters do not need buffed. i do not know if the only ppeople who can actually play the arbiter well on all platforms are the ones i play with or if whoever is in charge of making these changes just dosn't pay any attention to the game but the abiter getting buffed is atrocious!
Perfect Balance: Add "Burning Shift Effect: Increases damage dealt by 1%." & "Radiant Shift Effect: Increases damage dealt by 1%." ... Wizard: Arcanist Class Features Arcane Presence: No longer grants 5% recharge speed Chilling Presence: Now grants 0.5% damage per stack Storm Spell: Now has a 20% chance to trigger Feats Chaos Magic: Now has a 5% chance to trigger A Step Above Mastery: Now grants 0.5% damage per stack instead of 1% Wizard: Thaumaturge Encounters Icy Rays: Magnitude increased to 300-450 Chill Strike: Magnitude increased to 450 Feats Shatterstrike: Now does 150 magnitude to control immune targets Frigid Winds: Now does 1.25% extra damage per chill stack on the target
@nitocris83 It's changes from M18 patchnotes. Where are M19 changes like a new effect of Chilling Advantage feat on Thaumaturge Wizard?
Perfect Balance: Add "Burning Shift Effect: Increases damage dealt by 1%." & "Radiant Shift Effect: Increases damage dealt by 1%." ... Wizard: Arcanist Class Features Arcane Presence: No longer grants 5% recharge speed Chilling Presence: Now grants 0.5% damage per stack Storm Spell: Now has a 20% chance to trigger Feats Chaos Magic: Now has a 5% chance to trigger A Step Above Mastery: Now grants 0.5% damage per stack instead of 1% Wizard: Thaumaturge Encounters Icy Rays: Magnitude increased to 300-450 Chill Strike: Magnitude increased to 450 Feats Shatterstrike: Now does 150 magnitude to control immune targets Frigid Winds: Now does 1.25% extra damage per chill stack on the target
@nitocris83 It's changes from M18 patchnotes. Where are M19 changes like a new effect of Chilling Advantage feat on Thaumaturge Wizard?
Ranger changes are also not in line with the last pass on preview...
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
@nitocris83 I'd like to have patch notes for the class balancing that is actually IN this patch.....I already know what changes were made 6 months ago, which is what you have here.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Not really. Some of the changes are actually M18 changes, which should not have been listed in those patch notes. They seem to have been copied from the Jan 20th patch notes. Not relevant. Others affect only specific powers or rotations, which might not even be used by the "top DPS" Arbiters.
Some of the changes are actually M18 changes, which should not have been listed in those patch notes. They seem to have been copied from the Jan 20th patch notes.
Is it only "some" of the changes? So far every toon of mine that I compared the listed changes to what is current ALL of what they list already happened. (Edit: obviously the seperate document on healing related changes are new, of course)
All this changes to Fighter didn't made into the live version?
We don't know what made it to the live version because their patch notes for class balance changes are from Mod 18....in other words, the actual changes that will be in today's patch are a Mystery.
@nitocris83 with the new changes to the leadership of guilds, are you changing the way the votes are when moving alliances or positions within the alliance? I mean at this point all rank 7s have to vote on whether or not they will leave or remove a guild, including useless alts of the same character. To speed that up we usually demote alts and afk 7s to make the change and then promote them back up after the move. Are we changing this voting system as well or do we have to wait to remove a problem guild til a co guild leader is off vacation, returns to the game or is off cool down for demotion? Moving guilds with in an alliance for bonuses and discounts are going to become a hassle with this implemented. I get the reason for the changes , but I think the voting system needs to be adapted to fit this as well. I know people with over 20 alts that are all r7 and have to vote on each one. That's stupid and time consuming especially . At the very least it should be one vote per account rather than each r7.
I still laugh every single time i read "we believe that the Warlock's Soulweaver paragon path was too wildly different from the Devout and Oathkeeper, making it hard to compete in some cases and significantly better in other areas. We also felt that their kit lacked a lot of meaningful choices, with many mechanics like curse feeling abandoned and out of place when choosing the Soulweaver path. " cuz, while the soulweaver there was "good", only needed increased mag. Curses abandoned? Life Pact + Warding Curse (and in some cases + harrowstorm) were a good combo to help the team survive a little more. Now we have 6-10 seconds buffs with looooong CDs, and lame barriers/HoT with sad healing magnitudes.. DCs had burst heals and pallyheals had broken shields, just by knowing that you KNOW every healer was "too wildly different" from eachother. All we asked was "get rid of bluebars or give us increased magnitudes", not "destroy everyone and make us a frankenstain of them". All that is left is wait and hope all the feedback we give them will be taken into consideration for the next 6 months.
The meta it's just a guideline. And guidelines are boring.
Soulweaver: The Lovely Red Minstrel: The Rose Troubadour
Feats Ricochet: Shield Throw now bounces to up to three nearby enemies dealing 10% less damage to the second target, 20% less damage to the third target, and 30% less damage to the fourth target. Attacks that hit more than one enemy allow Shield Throw to be used without triggering a cooldown.
Can anyone explain this part of that change to me? Does it mean that if I use any at-will/encounter/daily that hits multiple targets, my next Shield Throw goes off without triggering a cooldown, meaning I could do reave/shield throw/reave/shield throw/etc... over and over? Or does it mean if Shield Throw hits multiple targets it doesn't trigger a cooldown, meaning I can just spam Shield Throw? or something else?
Feats Ricochet: Shield Throw now bounces to up to three nearby enemies dealing 10% less damage to the second target, 20% less damage to the third target, and 30% less damage to the fourth target. Attacks that hit more than one enemy allow Shield Throw to be used without triggering a cooldown.
Can anyone explain this part of that change to me? Does it mean that if I use any at-will/encounter/daily that hits multiple targets, my next Shield Throw goes off without triggering a cooldown, meaning I could do reave/shield throw/reave/shield throw/etc... over and over? Or does it mean if Shield Throw hits multiple targets it doesn't trigger a cooldown, meaning I can just spam Shield Throw? or something else?
From what I noticed, it only works once, then Shield Throw has to complete a cooldown before it can happen again. Didn't test it much though as it felt "meh".
From what I noticed, it only works once, then Shield Throw has to complete a cooldown before it can happen again. Didn't test it much though as it was felt "meh".
Ah okay, that makes more sense. The way I was reading it made it sound super nuts. Twice per cooldown sounds kinda neat maybe.
So I'm rather new to the game, but for everyone saying that these are not the patch notes. . . it's my opinion that they are. It just looks like they re-worded it to make it look like they did something. Again this is just my opinion, but lets look at MOD 18 vs MOD 19 for Fighter.
MOD 18__________________________________________________________________________________MOD 19 Cleave: 35 (up from 25)_________________________________________________________Cleave: Increase magnitude from 25 to 35 Brazen Slash: 75 (up from 55)______________________________________________Brazen Slash: Increase magnitude from 55 to 75 Shield Bash: 30 (up from 20)_______________________________________________Shield Bash: Increase magnitude from 20 to 30 Guarded Strike: 85 (up from 60)____________________________________________Guarded Strike: Increase magnitude from 60 to 85 Heavy Slash: 135 (up from 100)_____________________________________________Heavy Slash: Increase magnitude from 100 to 135 Tremor: 340 (up from 250)___________________________________________________Tremor: Increase magnitude from 250 to 340 Griffon's Wrath: 1050 total (up from 840)_______________________________Griffon's Wrath: Increase total magnitude from 840 to 1050 Onslaught: 420 (up from 300)______________________________________________Onslaught: Increase magnitude from 300 to 420 Earthshaker: 800 (up from 580)_____________________________________________Earthshaker: Increase magnitude from 580 to 800 Shockwave: 870 (up from 620)______________________________________________Shockwave: Increase magnitude from 620 to 870 Momentum: +300 to Bull Charge (up from +200)_____________________Momentum: Increase magnitude from +200 Bull Charge to +300 Heavier Slash: +300 to Heavy Slash (up from +200)_________________Heavier Slash: Increase magnitude from +200 Heavy Slash to +300 Prepared Slam: +280 (up from +200)_____________________________________Prepared Slam: Increase magnitude from 200 to 280
[PC] Went to the reward agent to claim the 20th anniversary gift only to find that the agent no longer lists my account bound Legendary mounts ! Its not amusing to find that "bought" items that were supposed to be reclaimable in perpetuity are no longer there. Could use a little reassurance from the Devs that this is a mistake and will be fixed asap. Ty
Comments
I think they have given you the wrong patch notes...
Cleric: Arbiter
At-wills
Lance of Faith: Increase magnitude from 80 to 85
Sacred Flame: Increase magnitude from 70 to 80.
We already *HAVE* these magnitudes for these At-wills.
Go back to them, and tell them to give you the correct information. Because what they have given you is wrong.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
Ranger changes are also not in line with the last pass on preview...
Born of Black Wind: SW Level 80
They seem to have been copied from the Jan 20th patch notes. Not relevant. Others affect only specific powers or rotations, which might not even be used by the "top DPS" Arbiters.
(Edit: obviously the seperate document on healing related changes are new, of course)
All that is left is wait and hope all the feedback we give them will be taken into consideration for the next 6 months.
Soulweaver: The Lovely Red
Minstrel: The Rose Troubadour
That being said, it would be nice to actually have the mod19 patchnotes at some point. Tnx
What are the real changes to the wizard, what is listed in the patch note are from mod 18
_______________________________________________FIGHTER____________________________________________________________________________
MOD 18__________________________________________________________________________________MOD 19
Cleave: 35 (up from 25)_________________________________________________________Cleave: Increase magnitude from 25 to 35
Brazen Slash: 75 (up from 55)______________________________________________Brazen Slash: Increase magnitude from 55 to 75
Shield Bash: 30 (up from 20)_______________________________________________Shield Bash: Increase magnitude from 20 to 30
Guarded Strike: 85 (up from 60)____________________________________________Guarded Strike: Increase magnitude from 60 to 85
Heavy Slash: 135 (up from 100)_____________________________________________Heavy Slash: Increase magnitude from 100 to 135
Tremor: 340 (up from 250)___________________________________________________Tremor: Increase magnitude from 250 to 340
Griffon's Wrath: 1050 total (up from 840)_______________________________Griffon's Wrath: Increase total magnitude from 840 to 1050
Onslaught: 420 (up from 300)______________________________________________Onslaught: Increase magnitude from 300 to 420
Earthshaker: 800 (up from 580)_____________________________________________Earthshaker: Increase magnitude from 580 to 800
Shockwave: 870 (up from 620)______________________________________________Shockwave: Increase magnitude from 620 to 870
Momentum: +300 to Bull Charge (up from +200)_____________________Momentum: Increase magnitude from +200 Bull Charge to +300
Heavier Slash: +300 to Heavy Slash (up from +200)_________________Heavier Slash: Increase magnitude from +200 Heavy Slash to +300
Prepared Slam: +280 (up from +200)_____________________________________Prepared Slam: Increase magnitude from 200 to 280
Here's to hoping they'll prove me wrong! Cheers!
Soulweaver: The Lovely Red
Minstrel: The Rose Troubadour
Could use a little reassurance from the Devs that this is a mistake and will be fixed asap. Ty